I definitely thing it would have made sense to switch the names. Ageless for buildings that you can build in any age and persistent for buildings you can only build in one but stay around
I had the exact same thought! But I feel like it's not too complicated otherwise, and it is a very important distinction. If you are short on time, Ageless buildings will be a priority: getting those buildings that give bonuses through the ages will be key to transitioning smoothly from one age to another. Those Persistent buildings are second on the list of priority. If I can get it, sure, but I can get it later, so I'm not time limited.
I completely agree. Especially, as those currently "ageless" quaters are actually age-locked, as the related quaters can be combined in one age and one age only. But I guess, bob's your uncle.
I wholeheartedly agree. It's kind of wonky this way around. But I would not expect them to make any changes; Firaxis is not known for actually listening to feedback :/
According to the video shown, the sawmill is appearing as Ageless, so most likely, Carl mixed the definitions during livestream (most likely those had different names through development cycle).
Yeah, but it was pretty clear that both their effects are persistent and cannot be replaced. The difference is when you can access the improvement as opposed to benefit from its effects. Both have persistent effects, but only one of them has persistent access. It's the only differentiator, even though it also makes sense as "Ageless." I would argue, however, that "Persistent" for improvements I do not have persistent access to is confusing.
@@alexnderrrthewoke4479 as a member of the civ 5 is better than civ 6 group. i wish i could be that optimistic, the thing that has me most hyped is no settler spam it looks like. although i could wrong
@zuephillips3450 for you civ 5 explain to me why there are more civ 6 players than civ 5 players? So this shows you civs 5 are dinosaurs and the same people who civ3s and 4s group said civ5 is trash. The cycle is still the same.
@@alexnderrrthewoke4479 ok and? more people play civ 6 because its newer. civ 5 had 21k people in the last 24 hours and 6 had 63k. i wonder how many games from 2010 have 20k+ daily users.
Looks like there's going to be a real learning process to master this iteration of Civ. I'm not unhappy about that, as long as it releases in stable, well balanced shape.
I am very curious how this one will compare to the new player learning curve of other civ games. I watched my brother try to learn civ 6 using the tutorial and it wasn’t as good as it could have been
It's civ, it won't release in stable, well balanced shape lol. Don't forget every civ game we've had so far has only gotten to that state post-release. Civs I-III are still not well balanced, meanwhile Civ IV-VI only got balanced and more stable with future releases. Just remember to be patient, and hopefully it will reach that point eventually.
You're right that the Ageless and Persistent tags seem backwards. The Ageless buildings would be better called Persistent, since they don't lose their abilities but they can only be built in one Age. Whereas the Persistent buildings are the ones that are really Ageless, since they don't seem to care which Age they're built in.
@@JumboPixel Someone in the comments of the livestream said Carl accidentally swapped them around by looking into the gameplay. If that's true, the wording is too close that even the devs mixed them up. They likely need to change it up.
@@JumboPixel They aren't presented as contrasts. They are overlapping in meaning and the only difference is the significance of the building. Like a cultural icon vs a granary. Both are permanent but only one is cool
From what I gather rersistent buildings are the tag for something that is always available and once you make it, it’s there and will continue to do its job. Buildings tagged with “ageless” also continue to provide benefit outside of their age, but unlike persistent, only have a window of time to build/purchase them since they’re linked to a specific Civ. In the one example shown in the vid, the Sawmill said it was “ageless” and added 3 production, and the persistent option, the saw pit, gave 1 production.
For anyone who hasn't already, one of the best mods to get in civ VI is the removeable districts mod. In competitive play it's not really helpful, but for casual fun games it's practically a necessity.
That was literally one of the best parts of civ5, to have that many decisions. Civ6 then felt just empty and I fear that civ7 will have the same Problem.
@@MegaAlchemist123 read my comment. When you play on a big map it gets boring having to manage 50 plus builders every turn when you have like 50 plus cities and a huge army to top it off
This comment applies to all of your videos, but you're an amazing presenter! You have this great way of making things super interesting and easy to follow. Honestly, it’s always a pleasure listening to you, and your videos never fail to keep me hooked!
I suspect this will be a great game that I never get a full grasp on. I can already feel analysis paralysis setting in. As someone with diminishing hours available to game my worry is the depth will be too much for me.
The problem of using "ageless" and "persistent" in the same context is, that one is used to describe a possibility value (=ageless) and one is used to describe a significance value (=persistent). Besides both attributes can be used to (kind of) describe both values, one is as a constrainer one is uses as an extender: "ageless buildings are not possible to build all the time, but persistent ones are; and persistent buildings matter indefinitely as well as ageless buildings". So you cannot use those attributes to describe the significance (because those values are equal), but you can use them to describe the possibility value to be build, when you define them as done above. However, it is arbitrary because those attributes do not stand in opposition, and it is unintuative, because "ageless" is not used as commonly defined as timeless. So you are right to be confused :)
I think convoluted is what comes to mind with the buildings. but after thinking about it, it makes sense some buildings can always be placed. Stables and blacksmiths for example still operate today basically the same as they did thousands of years ago so they would be ageless.
I love that they're improving on the districts concept, I find that the most enjoyable change they implemented in civ VI but it needed a lot more refining. Hopefully this one will scratch that itch
My impression is they've fixed some of my major issues with civ 6: * Unnecessary builder constant micromanagement * Settler spamming and reasonable city limits * Nightmare to micro your entire 20 unit army every turn * It's now viable to focus on building tall * Combat victory was extremely tedious * No expansionist victory condition (now merged with military) I'm just worried they're creating new problems a long the way
The design focus of "each playthrough will be unique" seems very strong in Civ 7. Combined the differences in terrain, civs, competing civs, and the new tech/civic/civ trees, choices about city design are going to be much more than "ooh, +3 adjacency here." I almost feel like there won't be enough core for people to latch on to. It reminds me of the difficulty of teaching/playing hyper asymmetric boardgames like Root (hard to wrap your head around) compared to mildly asymmetrical games like Scythe (easier to wrap your head around). When the best-practices are different each time you play (Root, if you play random factions), making the best choice becomes harder (this is a problem for hyper-optimizers, and I sense they're trying to move us away from that). Combined with the beautiful but hard to interpret map, Civ 7 seems like it will be a slow game. I'm a little disappointed with that because I prefer to play multiplayer and Civ 7 doesn't seem set up for easy mp.
I think it makes sense to have for the persistent buildings to be split into two categories cuz you're not going to be building the unique Greek ageless buildings in future ages when you're not Greek anymore. But some buildings it make sense to be able to build In future ages
@6:00 its similar but not the same. Subtle difference. Persistent is that it will continue thru the ages, no changes, no building over, bonuss remain, build anytime any age. Ageless will continue thru the ages, no building over but bonuses will change as ages changes as the adjacentcy changes and can only be build in that age. One is persistent. Other is ageless.
I agree with you that the ageless/persistent thing sounds confusing. Hopefully it's one of those things that only really makes sense once you have given it a go yourself
i love the movement when i move 1 tile to explore on civ 6 it just switches the unit and i need to go back to move the scout again but now i decide when im done with my units move
The different names might be for different buffs that you can choose as policies. The devs might have thought that it'd be too op if all those building benefitted from one policy.
I'm getting more and more confused by the videos about this game. I'm going to have to watch somebody play before I can buy it now because idk how I'm supposed to choose placing anything on tiles. Do I place an observatory for science if I'm getting no bonus in the next age? If the age is 2 turns from ending and my observatory finishes, do I get 2 turns of bonus from it? That's making no sense to me on tiles now. And do I have builders or is the only way to place a specialist by using population? Does culture affect tile spaces and population growth affects builders and improvements? It's so extremely different.
I want to see gameplay of pillaging tiles, how repairs work, how city defense works, how you handle a conquered city, etc. How do grievances work? Are there city states?
We’ve covered the city states quite a bit here - one of my recent videos was largely dedicated to them. Some of those other topics are less canvassed though. I’ll keep that in mind!
Sounds like the difference between ageless and persistent is just when you can build them, which is needed if you will be changing civs so you don't build an old civs unique building in the end game
I think Ageless will carry on to the next age but also means you can make only the one. Persistent can be reproduced. So if you build a ageless building in a city only that city can benefit from it. Meanwhile any city or town can have a persistent building.
I wonder if the Civ devs watched a lot of Alejandro Diaz's videos of building those large cities in Civ 6, and then decided to make it a thing in the next game.
SO wait, when your pop goes up in a city you can either add a tile, add a specialist, OR improve a resource? That seems like I'm not going to be able to make big cities that have a lot of resources in them any more... Did I miss something about where you could do any of those things any other time?
If I understood what you were saying regarding the difference between ageless and persistent buildings, it seems that "ageless" buildings are only available to be built in a specific age? If so, that would seem to place a premium on building ageless buildings over persistent buildings.
ageless is something from the specific time period that is good after that age retaining its bonuses but you cant make it if you don't build it in the age it is from. persistent is those yield bonus buildings that you can ALWAYS build no matter the age because what if a city you settle two ages into the game could really use a granary? This is my understanding of those tags
also I think it makes better sense the way they are named because the colosseum is an ageless work of architecture and its yields have and still do benefit the place it is built, its not the same as if you built one today. Not like a granary building which is kind of just simple infrastructure, that is simply built and used when and where it is needed.
Wait so when do u choose to expand ur city? population growth right? I feel like this could make civ 7 *too* focused on food. Like spawning/settling on barren desert means u expand slower and have a harder time keeping district adjacencies up when u enter a new age.
That’s right. Food excess creates population. It will make food very important, perhaps as it should be. But also, specialists consume food and happiness so they will act as a barrier to growth.
Oof locking district adjacencies behind food definitely seems like a massive pain to anyone who likes the desert. Imagine moving to a new age, losing all ur adjacencies, and not having inland freshwater in all ur settlements to help place specialists faster. I do like specialists as a concept and that there's a choice between dirt cheap specialists early on versus expansion. But I feel like if u don't have the opportunity to build a lot of tile improvements for food u might be forced to take the dirt cheap specialists anyways.
@@avayevvnon914Hm, I don’t think so. Desert now have base gold yield. It will allow the player to buy more buildings and settlers that can give immense food to the cities. So it’s actually more balanced in my opinion.
That is my concern tho. If u spawn on desert, the extra gold u get has to be spent on another settlement just to keep up in food with someone who spawns on tiles with inherent food yields.
@ …um, but you do get extra gold. That means more choice compared to food yields. besides, vegetations now spawn on deserts too, which also gives food. It’s not much of a big deal.
The nomenclature should really be swapped. The term “ageless” lends better to building that can be built regardless of the age. “Persistent” however is a term that refers to things that remain despite outside effects such as the unique quarters.
This is so similar to how districts and improvements worked in Humankind. But they seem to have expanded it further by the ability to overbuild during different eras.
@@annaairahala9462@annaairahala9462 You are right in the sense that it takes the concepts introduced by Humankind and explores them further, expanding them. Which is a great thing and I am looking forward to it.
The only thing I truly care about is if they fix the multiplayer issues. I've been trying to play very casual, longterm lobbies with friends. Not a single time do we make it past the midgame, because desyncs make it so at least one or more players are put into a loading screen between turns, and when they're returned the AI-takeover has already made a bunch of incorrect plays on their behalf. And I have PTSD from civ 5 where I tried to make a trade offer to a friend. He altered the offer and sent it back to me, upon which his outrageous, troll offer was auto-accepted for me and I lost a few key cities and my economy was destroyed.
True but i think they should swap the names. A granary is ageless because it can be built in any age. And a building that's exclusive to ancient age but retains bonuses later should be called persistent. With the current logic you say; here take this building, it can only be built in the ancient age, and it's called ageless building. Like what? It HAS an age (ancient)!
Ageless is age specific? Feel like the names should be swapped then. I think the actual gameplay will make sense and feel comfortable to use though, not worried about that. They are distinct the more I think about it
These rivers running underwater look so weird... They don't have a transition to the ocean such as a river mouth, a delta or an estuary. The navigable rivers also look ugly, seem like just happenned a devastating flood on them...
I'm pretty sure he messed up the explanation between ageless and persistent as all wonders can only be built in the age they are from compared to the warehouse buildings that can be built in later ages.
Ageless makes more sense for buildings you can build in any age with persistent being for buildinghs that persist between ages. Other than that it looks interesting.
This is what other devs need to do is incentivize creators to make good quality videos this is like the bazillionth Civ 7 video Ive seen pop up on my TH-cam feed haven’t seen zilch on Ara, Millenia, Humandkind nadaaa
The confusion really is that they’re trying to describe both when a building can be built and how it provides its bonus with one word. It’s a bit confusing. IMO it should be changed to Timeless and Ageless. Persistent buildings should be called ageless as they are not bound to an age and can be built any time. Ageless should be switched to Timeless as they do not change with time. But not including the word “Age” hopefully will be clearer in indicating that while its bonus persists through time, it is not “ageless” and must be built in the appropriate age.
I think I really like all that they shown. However I am a little worried that continents would just become all urban districts, as it appears theres not enough farming going on. Like the ratio of farming tiles to urban districts isnt great from what I’ve seen. BUT we’ll know for sure when the game comes out so I’ll remain optimistic as always!
I'm pretty sure that's what the towns are for. The city eventually fills with urban districts while towns like farming and mining towns bring all the food and production or gold to the city.
The scale is baffling to me and feels like it is limiting how many cities/ towns can be on the map which seems like a way for the devs to force people to have a limit on how many cities/ towns that can be built. Unless the world map size is increased to justify the scaling, I doubt the map will be large enough to accommodate multiple civ's having a vast empire when only a handful of cities will take up an entire continent. What they should have done with the city building mechanic is have each tile be able to be subdivided so that when you click on a tile it would zoom the camera in and allow you to build up a city/ town on multiple sub-tiles but would all be contained on just a single tile on the map. I like the idea of city building but dislike how they implemented it in what they have shown so far which is directly related to the scale compared to the world map.
@@markos50100 I agree that this is the direction that they are going for, I’m just worried that with the city cap, you might not be able to get as many towns down to have a nice ratio of a rural/farming landscape to a bustling city. From what I’m seeing from gameplay, most civilizations will end up looking like Japan with massive sprawling concrete jungles with maybe like 1 town with 4 farming tiles supporting it. I really like the towns and cities concept but I think I just prefer just a bit more rural tiles going on
I don't think the ageless or persistent gameplay mechanics are weird or counterintuitive, both make sense, their names should just be swapped. The developer even uses them backward in this interview because their tags make more sense the other way around. The names aside though, the mechanic seems fine to me. It's just poor naming.
On ageless vs persistent, I do think your teacher was wrong - it's *weird* !! If I understand right, Ageless can only be built in the original "Age", but the effects last forever. Persistent can be built in any age. I think "Ageless" is an unfortunate term to use given the game has specific AGE'S! If anything, it would have made better sense to reverse these terms. In any event, I suppose it fits well with Civ 7 - which itself seems to have been designed to be inherently and needlessly complicated.
The actual game itself is the most beautiful it’s ever been, but I SINCERELY hope that those leader models and resource icons are just placeholders, because not only do they have art styles inconsistent with the rest of the game, they also just look so outdated. Some of the leader models look worse than Civ 5 models.
Why megacities before industrial Age ? Cities were really small until Industrial Age could bring jobs, transpot, massive food and water. In scale how many kilometers do that city have? is bigger than present Tokyo. Hate that unhistorical unimmersive path.
They do need to work on their terminology. I'm not sure they realize 'overbuild' and 'build over' mean two different things, and it's going to be confusing.
There were sawmills in Roman times and there are sawmills today that do the same thing. The non persistent buildings must be other stuff in the game that was only relevant to the age they existed in. EG A coach house for horse and carriage was vital for hundreds of years and barely exist today. Another example would be if you built a Blockbuster video store 🙂
I'm more surprised that the sawmill is ageless and not persistent, people still build new sawmills it's not really a thing that's limited to one or two ages?
@@penguinlordalan -But can you build over ageless? I mean, I don't understand it if you can't build over something to reutilize the space that offers better benefits later on.
I feel that "ageless" and "persistent" are not really effective words to "classify" something, especially in a game where players want to quickly understand information. I suggest "persistent" to be changed to "permanent", and "ageless" to be changed to "emblematic" (borrowing the term from Humankind, which are civ-exclusive districts buildable only in the era they are unlocked). If "emblematic" is too on-the-nose, then "era", "unique", or "progressive" could work.
Ah yes, I liked what emblematic suggested for the districts in Humankind. And I agree. Though if the impact on the player is the broadly the same, they could also have the same broad classification.
Completely agreed. The "Ageless" and "Persistent" tag thing is totally weird. Also to me persistent has a bit of a negative tone to it. From what I've seen, the "persistent" buildings are the epic monumental buildings and the "ageless" buildings are the regular production buildings. Ageless sounds epic to me though. So they sould call the wonders and monuments "ageless" and these other buildings should just receive a tag like "common". So you know it's a production building that's always available and always possible to build. Would make much more sense imo.
I think the ageless buildings are uniquely linked to Civs from the Antique and Exploration ages, where’s the persistent ones are just you generic improvements available to every Civ
It's so sad that Civ VII is again choosing to go through the super crowded and unrealistic maps that have way more city areas than rural ones. This was the gamebreaking feature for me on VI. Guess I won't be much motivated to playing VII either... =/
Ageless = persistent effects, can only be built at a specific age. Persistent = persistent effects, independent from age. 🤔🤔🤔 Yeah, the names should definitely be swapped!
I’m not an official source, but I’d say the idea is that those buildings (and the technology & progress they represent) generally become less useful over time. So they remove the adjacency, but not the base yield.
Take for example metal casting. Back in the day (as in more than 2000 years ago) they would use metal dust from bogs and rivers, as those were easier to find and work with. Now, the big issue there is that it had a lot of other elements mixed with the desired metal flakes, so the end product wasn't that pure. You either required a very labour and time-intensive process to purify it further or you accept the lower-quality metal. As metallurgy and mining advanced, you now had better fuel and whole metal veins to process. Metallurgy started using chemicals to better separate the metal from the rest of the rock. The end product was way better, with higher purity but it needed a lot more complex logistics and premises to work with. Hence why your old bog furnace that works only on wood might not be up to par once the age advances. :)
This game needs some color. The UI is so gray and bland. Still have not seen any gameplay of pillaged tiles, how they get repaired without workers. I could be wrong, but this seems to be creating a very linear gameplay that will repeat the same every play through.
Im still sad they didnt go for larger than three rings. I know they said its an engine issue but ya know I think its important enough I wanna see them tackle it anyway.
Yeah…according to the interview firaxis seems to be actually surprised that the players somehow managed to make the fourth ring workable. It means that they don’t think it’ll be possible anytime soon.
@Phlegethon. Its all about goals. To me civ 6 but you can work more rings and some other tiny additions would've been plenty to call it civ 7. They wanted to work on a bunch of other things which means they cant put the time needed into this one feature and its a perfectly fine assessment on their part. I just would weight it differently.
Why would a sawmill not be able to be replaced or built somewhere else in the same city. That's just reverting to specific districts and the importance of placing them in the exact right position. Just like districts in civ 6. Stupid stupid stupid. I really hope there is a caveat to that shit.
I definitely thing it would have made sense to switch the names. Ageless for buildings that you can build in any age and persistent for buildings you can only build in one but stay around
I had the exact same thought! But I feel like it's not too complicated otherwise, and it is a very important distinction. If you are short on time, Ageless buildings will be a priority: getting those buildings that give bonuses through the ages will be key to transitioning smoothly from one age to another. Those Persistent buildings are second on the list of priority. If I can get it, sure, but I can get it later, so I'm not time limited.
I completely agree.
Especially, as those currently "ageless" quaters are actually age-locked, as the related quaters can be combined in one age and one age only.
But I guess, bob's your uncle.
I wholeheartedly agree. It's kind of wonky this way around. But I would not expect them to make any changes; Firaxis is not known for actually listening to feedback :/
According to the video shown, the sawmill is appearing as Ageless, so most likely, Carl mixed the definitions during livestream (most likely those had different names through development cycle).
Yeah, but it was pretty clear that both their effects are persistent and cannot be replaced. The difference is when you can access the improvement as opposed to benefit from its effects. Both have persistent effects, but only one of them has persistent access. It's the only differentiator, even though it also makes sense as "Ageless." I would argue, however, that "Persistent" for improvements I do not have persistent access to is confusing.
i feel like this is going to be the BEST civ ever or the worse lol. so much is changing.
Depends if the AI is still straight cheeks
From what i see it has to be the best.
@@alexnderrrthewoke4479 as a member of the civ 5 is better than civ 6 group. i wish i could be that optimistic, the thing that has me most hyped is no settler spam it looks like. although i could wrong
@zuephillips3450 for you civ 5 explain to me why there are more civ 6 players than civ 5 players? So this shows you civs 5 are dinosaurs and the same people who civ3s and 4s group said civ5 is trash. The cycle is still the same.
@@alexnderrrthewoke4479 ok and? more people play civ 6 because its newer. civ 5 had 21k people in the last 24 hours and 6 had 63k. i wonder how many games from 2010 have 20k+ daily users.
Looks like there's going to be a real learning process to master this iteration of Civ. I'm not unhappy about that, as long as it releases in stable, well balanced shape.
This is very true. Bad launches ruin games.
It seems like this game is easy to start, hard to master.
I am very curious how this one will compare to the new player learning curve of other civ games. I watched my brother try to learn civ 6 using the tutorial and it wasn’t as good as it could have been
And what are the chances of that?? LOL
It's civ, it won't release in stable, well balanced shape lol.
Don't forget every civ game we've had so far has only gotten to that state post-release. Civs I-III are still not well balanced, meanwhile Civ IV-VI only got balanced and more stable with future releases.
Just remember to be patient, and hopefully it will reach that point eventually.
You're right that the Ageless and Persistent tags seem backwards. The Ageless buildings would be better called Persistent, since they don't lose their abilities but they can only be built in one Age. Whereas the Persistent buildings are the ones that are really Ageless, since they don't seem to care which Age they're built in.
The crazy thing is that Carl even made a mistake and said that ageless buildings have their benefits persist lol.
Actually the definitions of persistent and ageless structures are the opposite of what they should be. Strange
That’s how felt too. But also, they’re kind of the same. Very little difference.
@@JumboPixel Someone in the comments of the livestream said Carl accidentally swapped them around by looking into the gameplay. If that's true, the wording is too close that even the devs mixed them up. They likely need to change it up.
@@JumboPixel They aren't presented as contrasts. They are overlapping in meaning and the only difference is the significance of the building. Like a cultural icon vs a granary. Both are permanent but only one is cool
From what I gather rersistent buildings are the tag for something that is always available and once you make it, it’s there and will continue to do its job. Buildings tagged with “ageless” also continue to provide benefit outside of their age, but unlike persistent, only have a window of time to build/purchase them since they’re linked to a specific Civ. In the one example shown in the vid, the Sawmill said it was “ageless” and added 3 production, and the persistent option, the saw pit, gave 1 production.
I think that a great move, like in civ 6, you build some things that later only occupy space and later are useless
For anyone who hasn't already, one of the best mods to get in civ VI is the removeable districts mod. In competitive play it's not really helpful, but for casual fun games it's practically a necessity.
Better than micro managing builders
micro managing is what made this game fun. it separates players like me from everyone else.
@@SirJordanLoregets boring in big maps towards in game
That was literally one of the best parts of civ5, to have that many decisions. Civ6 then felt just empty and I fear that civ7 will have the same Problem.
@@MegaAlchemist123 read my comment. When you play on a big map it gets boring having to manage 50 plus builders every turn when you have like 50 plus cities and a huge army to top it off
@supremetwinkie7231 are you talking about civ6 or civ5?
I love how you break down what’s important and then explain what it means.
whose ur daddy boi?
This comment applies to all of your videos, but you're an amazing presenter! You have this great way of making things super interesting and easy to follow. Honestly, it’s always a pleasure listening to you, and your videos never fail to keep me hooked!
I suspect this will be a great game that I never get a full grasp on. I can already feel analysis paralysis setting in. As someone with diminishing hours available to game my worry is the depth will be too much for me.
bloody hell the game seems more complicated than ever! cautiously excited
Enjoyed the song, in the explanation part, a good touch
The problem of using "ageless" and "persistent" in the same context is, that one is used to describe a possibility value (=ageless) and one is used to describe a significance value (=persistent). Besides both attributes can be used to (kind of) describe both values, one is as a constrainer one is uses as an extender: "ageless buildings are not possible to build all the time, but persistent ones are; and persistent buildings matter indefinitely as well as ageless buildings". So you cannot use those attributes to describe the significance (because those values are equal), but you can use them to describe the possibility value to be build, when you define them as done above. However, it is arbitrary because those attributes do not stand in opposition, and it is unintuative, because "ageless" is not used as commonly defined as timeless. So you are right to be confused :)
I think convoluted is what comes to mind with the buildings. but after thinking about it, it makes sense some buildings can always be placed. Stables and blacksmiths for example still operate today basically the same as they did thousands of years ago so they would be ageless.
I love that they're improving on the districts concept, I find that the most enjoyable change they implemented in civ VI but it needed a lot more refining. Hopefully this one will scratch that itch
Cities skylines 2 has no news or updates forever but civ7 has lots 👍
You are an enigma
The literary dropped a new regions pack TODAY
My impression is they've fixed some of my major issues with civ 6:
* Unnecessary builder constant micromanagement
* Settler spamming and reasonable city limits
* Nightmare to micro your entire 20 unit army every turn
* It's now viable to focus on building tall
* Combat victory was extremely tedious
* No expansionist victory condition (now merged with military)
I'm just worried they're creating new problems a long the way
The design focus of "each playthrough will be unique" seems very strong in Civ 7. Combined the differences in terrain, civs, competing civs, and the new tech/civic/civ trees, choices about city design are going to be much more than "ooh, +3 adjacency here." I almost feel like there won't be enough core for people to latch on to. It reminds me of the difficulty of teaching/playing hyper asymmetric boardgames like Root (hard to wrap your head around) compared to mildly asymmetrical games like Scythe (easier to wrap your head around). When the best-practices are different each time you play (Root, if you play random factions), making the best choice becomes harder (this is a problem for hyper-optimizers, and I sense they're trying to move us away from that). Combined with the beautiful but hard to interpret map, Civ 7 seems like it will be a slow game. I'm a little disappointed with that because I prefer to play multiplayer and Civ 7 doesn't seem set up for easy mp.
Persistent and ageless seem completely mixed around as words imo as well
Right! Glad I’m not alone in thinking that
So, "Ageless" buildings are persistent and "Persistent" buildings can be built in any age making them truly ageless.
I think it makes sense to have for the persistent buildings to be split into two categories cuz you're not going to be building the unique Greek ageless buildings in future ages when you're not Greek anymore. But some buildings it make sense to be able to build In future ages
@6:00 its similar but not the same. Subtle difference. Persistent is that it will continue thru the ages, no changes, no building over, bonuss remain, build anytime any age.
Ageless will continue thru the ages, no building over but bonuses will change as ages changes as the adjacentcy changes and can only be build in that age.
One is persistent.
Other is ageless.
I agree with you that the ageless/persistent thing sounds confusing. Hopefully it's one of those things that only really makes sense once you have given it a go yourself
i love the movement
when i move 1 tile to explore on civ 6 it just switches the unit and i need to go back to move the scout again but now i decide when im done with my units move
The different names might be for different buffs that you can choose as policies. The devs might have thought that it'd be too op if all those building benefitted from one policy.
I'm getting more and more confused by the videos about this game. I'm going to have to watch somebody play before I can buy it now because idk how I'm supposed to choose placing anything on tiles.
Do I place an observatory for science if I'm getting no bonus in the next age? If the age is 2 turns from ending and my observatory finishes, do I get 2 turns of bonus from it? That's making no sense to me on tiles now.
And do I have builders or is the only way to place a specialist by using population? Does culture affect tile spaces and population growth affects builders and improvements? It's so extremely different.
im glad that people are starting to be more optimistic about this game
I want to see gameplay of pillaging tiles, how repairs work, how city defense works, how you handle a conquered city, etc. How do grievances work? Are there city states?
We’ve covered the city states quite a bit here - one of my recent videos was largely dedicated to them. Some of those other topics are less canvassed though. I’ll keep that in mind!
Sounds like the difference between ageless and persistent is just when you can build them, which is needed if you will be changing civs so you don't build an old civs unique building in the end game
The more i hear, the more my confidence is growing
I think Ageless will carry on to the next age but also means you can make only the one. Persistent can be reproduced. So if you build a ageless building in a city only that city can benefit from it. Meanwhile any city or town can have a persistent building.
I wonder if the Civ devs watched a lot of Alejandro Diaz's videos of building those large cities in Civ 6, and then decided to make it a thing in the next game.
It'll be interesting to see how strong a City can get if they get the 3 full unique quarters of each Civ you pick.
SO wait, when your pop goes up in a city you can either add a tile, add a specialist, OR improve a resource? That seems like I'm not going to be able to make big cities that have a lot of resources in them any more... Did I miss something about where you could do any of those things any other time?
the video couldn’t be any longer or any shorter it’s perfect
"Enduring" would be a better word than "Ageless" to capture the idea that it can't be built in future ages, I think
A few games in I doubt you’ll care if its called ageless or persistent, you’ll just have a feel for it
If I understood what you were saying regarding the difference between ageless and persistent buildings, it seems that "ageless" buildings are only available to be built in a specific age? If so, that would seem to place a premium on building ageless buildings over persistent buildings.
The big question is if there will be a world builder at launch. I wish someone would talk about that
ageless is something from the specific time period that is good after that age retaining its bonuses but you cant make it if you don't build it in the age it is from. persistent is those yield bonus buildings that you can ALWAYS build no matter the age because what if a city you settle two ages into the game could really use a granary? This is my understanding of those tags
also I think it makes better sense the way they are named because the colosseum is an ageless work of architecture and its yields have and still do benefit the place it is built, its not the same as if you built one today. Not like a granary building which is kind of just simple infrastructure, that is simply built and used when and where it is needed.
cant wait to play it
Thanks for the video. Yeah the names persistent, and ageless are kind of similar, but I think you’re overthinking it. It’s not that big of a deal.
I’m beginning to be sold on this game
return of the tall civs from civ5
Interesting that cities are rather far away from each other. Seems that they want to push more tall game style what is good.
Imo it's very understandable ageless vs percistant
Ageless = Buildings without out a specific age, therefore able to be built always
Persistent = Limited to specific age, become static one placed
But persistent buildings aren’t limited to a specific age
@@JumboPixel They are in the sense that if you start at a different age you cannot build them.
@@JumboPixel The ability to build them are limited to a specific age, not the effects of the building once it's placed
Exploration Age Task: YIELD PORN
Not gonna lie, it's pretty hype.
Wait so when do u choose to expand ur city? population growth right? I feel like this could make civ 7 *too* focused on food. Like spawning/settling on barren desert means u expand slower and have a harder time keeping district adjacencies up when u enter a new age.
That’s right. Food excess creates population.
It will make food very important, perhaps as it should be. But also, specialists consume food and happiness so they will act as a barrier to growth.
Oof locking district adjacencies behind food definitely seems like a massive pain to anyone who likes the desert. Imagine moving to a new age, losing all ur adjacencies, and not having inland freshwater in all ur settlements to help place specialists faster. I do like specialists as a concept and that there's a choice between dirt cheap specialists early on versus expansion. But I feel like if u don't have the opportunity to build a lot of tile improvements for food u might be forced to take the dirt cheap specialists anyways.
@@avayevvnon914Hm, I don’t think so. Desert now have base gold yield. It will allow the player to buy more buildings and settlers that can give immense food to the cities. So it’s actually more balanced in my opinion.
That is my concern tho. If u spawn on desert, the extra gold u get has to be spent on another settlement just to keep up in food with someone who spawns on tiles with inherent food yields.
@ …um, but you do get extra gold. That means more choice compared to food yields. besides, vegetations now spawn on deserts too, which also gives food. It’s not much of a big deal.
The game is looking a lot better than it was in the first reveal. I wonder if the production is a little rushed!
The nomenclature should really be swapped. The term “ageless” lends better to building that can be built regardless of the age. “Persistent” however is a term that refers to things that remain despite outside effects such as the unique quarters.
This is so similar to how districts and improvements worked in Humankind. But they seem to have expanded it further by the ability to overbuild during different eras.
really? I find this quite different from Humankind in this case
@@annaairahala9462@annaairahala9462 You are right in the sense that it takes the concepts introduced by Humankind and explores them further, expanding them. Which is a great thing and I am looking forward to it.
The only thing I truly care about is if they fix the multiplayer issues.
I've been trying to play very casual, longterm lobbies with friends. Not a single time do we make it past the midgame, because desyncs make it so at least one or more players are put into a loading screen between turns, and when they're returned the AI-takeover has already made a bunch of incorrect plays on their behalf.
And I have PTSD from civ 5 where I tried to make a trade offer to a friend. He altered the offer and sent it back to me, upon which his outrageous, troll offer was auto-accepted for me and I lost a few key cities and my economy was destroyed.
I would've called them Ageless for the persistent buildings and heritage from the ageless buildings
Sounds like a lot of micromanagement to achieve what older games did so straightforwardly.
All "ageless" buildings are "persistent", but not all "persistent" buildings are "ageless."
True but i think they should swap the names. A granary is ageless because it can be built in any age. And a building that's exclusive to ancient age but retains bonuses later should be called persistent.
With the current logic you say; here take this building, it can only be built in the ancient age, and it's called ageless building. Like what? It HAS an age (ancient)!
Ageless is age specific? Feel like the names should be swapped then.
I think the actual gameplay will make sense and feel comfortable to use though, not worried about that. They are distinct the more I think about it
seems more like caeser ii or those kinds of games. fiddly toggling of buildings. did they do too much worldbuilding and not enough game making?
These rivers running underwater look so weird... They don't have a transition to the ocean such as a river mouth, a delta or an estuary. The navigable rivers also look ugly, seem like just happenned a devastating flood on them...
Ima be honest this game feels freaking. I looks to unique. And dynamics. If it works this will be better than 6 for sure.
I'm pretty sure he messed up the explanation between ageless and persistent as all wonders can only be built in the age they are from compared to the warehouse buildings that can be built in later ages.
It feels persistently ageless.
Or agelessly persistent?
Ageless makes more sense for buildings you can build in any age with persistent being for buildinghs that persist between ages. Other than that it looks interesting.
This is what other devs need to do is incentivize creators to make good quality videos this is like the bazillionth Civ 7 video Ive seen pop up on my TH-cam feed haven’t seen zilch on Ara, Millenia, Humandkind nadaaa
I think ageless and persistent should swap meaning. Ageless should mean you can build it in any age
The confusion really is that they’re trying to describe both when a building can be built and how it provides its bonus with one word. It’s a bit confusing.
IMO it should be changed to Timeless and Ageless.
Persistent buildings should be called ageless as they are not bound to an age and can be built any time.
Ageless should be switched to Timeless as they do not change with time. But not including the word “Age” hopefully will be clearer in indicating that while its bonus persists through time, it is not “ageless” and must be built in the appropriate age.
wait they are getting rid of builders?
Looks incredible.....cluttered.....i liked the simplicity of CIV V over this.
I think I really like all that they shown. However I am a little worried that continents would just become all urban districts, as it appears theres not enough farming going on. Like the ratio of farming tiles to urban districts isnt great from what I’ve seen. BUT we’ll know for sure when the game comes out so I’ll remain optimistic as always!
I'm pretty sure that's what the towns are for. The city eventually fills with urban districts while towns like farming and mining towns bring all the food and production or gold to the city.
The scale is baffling to me and feels like it is limiting how many cities/ towns can be on the map which seems like a way for the devs to force people to have a limit on how many cities/ towns that can be built. Unless the world map size is increased to justify the scaling, I doubt the map will be large enough to accommodate multiple civ's having a vast empire when only a handful of cities will take up an entire continent.
What they should have done with the city building mechanic is have each tile be able to be subdivided so that when you click on a tile it would zoom the camera in and allow you to build up a city/ town on multiple sub-tiles but would all be contained on just a single tile on the map. I like the idea of city building but dislike how they implemented it in what they have shown so far which is directly related to the scale compared to the world map.
I already felt this in civ 6. It's what made me like civ 5 more. The cities look fake to me in civ 6.
@@thephantomchannel5368 exactly, i think you hit it right on the head with the scaling issue
@@markos50100 I agree that this is the direction that they are going for, I’m just worried that with the city cap, you might not be able to get as many towns down to have a nice ratio of a rural/farming landscape to a bustling city. From what I’m seeing from gameplay, most civilizations will end up looking like Japan with massive sprawling concrete jungles with maybe like 1 town with 4 farming tiles supporting it.
I really like the towns and cities concept but I think I just prefer just a bit more rural tiles going on
I don't think the ageless or persistent gameplay mechanics are weird or counterintuitive, both make sense, their names should just be swapped. The developer even uses them backward in this interview because their tags make more sense the other way around. The names aside though, the mechanic seems fine to me. It's just poor naming.
If i Play on the Earth map india…is my City and town so huge Like the whole Subkontinents?
On ageless vs persistent, I do think your teacher was wrong - it's *weird* !! If I understand right, Ageless can only be built in the original "Age", but the effects last forever. Persistent can be built in any age. I think "Ageless" is an unfortunate term to use given the game has specific AGE'S! If anything, it would have made better sense to reverse these terms. In any event, I suppose it fits well with Civ 7 - which itself seems to have been designed to be inherently and needlessly complicated.
straight up humankind 2
kinda bummed they took the worker :( away
good riddance, micro managing builders in late game is boring
@@arzentvm meh to each thier own i suppose
@5:00 Did you add this music or is it in game ? I like it
The actual game itself is the most beautiful it’s ever been, but I SINCERELY hope that those leader models and resource icons are just placeholders, because not only do they have art styles inconsistent with the rest of the game, they also just look so outdated. Some of the leader models look worse than Civ 5 models.
Why megacities before industrial Age ? Cities were really small until Industrial Age could bring jobs, transpot, massive food and water. In scale how many kilometers do that city have? is bigger than present Tokyo. Hate that unhistorical unimmersive path.
They do need to work on their terminology. I'm not sure they realize 'overbuild' and 'build over' mean two different things, and it's going to be confusing.
I don't understand why a sawmill is ageless. I can understand why the Parthenon is, but a sawmill surely would be replaced over time.
My best friend used to work at a saw mill they still exist lol
There were sawmills in Roman times and there are sawmills today that do the same thing. The non persistent buildings must be other stuff in the game that was only relevant to the age they existed in. EG A coach house for horse and carriage was vital for hundreds of years and barely exist today. Another example would be if you built a Blockbuster video store 🙂
I'm more surprised that the sawmill is ageless and not persistent, people still build new sawmills it's not really a thing that's limited to one or two ages?
@@penguinlordalan -But can you build over ageless? I mean, I don't understand it if you can't build over something to reutilize the space that offers better benefits later on.
Wait, people forget how to build a sawmill when aging up? Doesn’t make much sense.
I feel that "ageless" and "persistent" are not really effective words to "classify" something, especially in a game where players want to quickly understand information.
I suggest "persistent" to be changed to "permanent", and "ageless" to be changed to "emblematic" (borrowing the term from Humankind, which are civ-exclusive districts buildable only in the era they are unlocked). If "emblematic" is too on-the-nose, then "era", "unique", or "progressive" could work.
Ah yes, I liked what emblematic suggested for the districts in Humankind. And I agree. Though if the impact on the player is the broadly the same, they could also have the same broad classification.
Completely agreed. The "Ageless" and "Persistent" tag thing is totally weird. Also to me persistent has a bit of a negative tone to it. From what I've seen, the "persistent" buildings are the epic monumental buildings and the "ageless" buildings are the regular production buildings. Ageless sounds epic to me though. So they sould call the wonders and monuments "ageless" and these other buildings should just receive a tag like "common". So you know it's a production building that's always available and always possible to build. Would make much more sense imo.
I think the ageless buildings are uniquely linked to Civs from the Antique and Exploration ages, where’s the persistent ones are just you generic improvements available to every Civ
It's so sad that Civ VII is again choosing to go through the super crowded and unrealistic maps that have way more city areas than rural ones. This was the gamebreaking feature for me on VI. Guess I won't be much motivated to playing VII either... =/
I am not sure why you are so hung up on persistent/ageless.
Ageless = persistent effects, can only be built at a specific age.
Persistent = persistent effects, independent from age. 🤔🤔🤔
Yeah, the names should definitely be swapped!
I don't get it, why an ancient building should lose its Yield, make it make scene.
I’m not an official source, but I’d say the idea is that those buildings (and the technology & progress they represent) generally become less useful over time. So they remove the adjacency, but not the base yield.
Take for example metal casting. Back in the day (as in more than 2000 years ago) they would use metal dust from bogs and rivers, as those were easier to find and work with. Now, the big issue there is that it had a lot of other elements mixed with the desired metal flakes, so the end product wasn't that pure.
You either required a very labour and time-intensive process to purify it further or you accept the lower-quality metal.
As metallurgy and mining advanced, you now had better fuel and whole metal veins to process. Metallurgy started using chemicals to better separate the metal from the rest of the rock. The end product was way better, with higher purity but it needed a lot more complex logistics and premises to work with.
Hence why your old bog furnace that works only on wood might not be up to par once the age advances. :)
There is obviously a difference between ageless and persistent.
The difference is significant. You are alone on that one.
8:37 Did you try to do a Japanese Accent? But sounded WAAAAAY more American than ever? XD
Henjanakute omoshiroi
Name of the song at 5.10 onwards?
Doesn't seem that complicated, but Ageless should be "wonders" and Persistent would be regular buildings you want in a city.
Looks good overall!
But if ageless is wonders, what do actual wonders become?
są coraz ciekawsze,,
Seems like this game is going to be too much for my little brain. I bought it, but I may be going back to Civ 6.
This game needs some color. The UI is so gray and bland.
Still have not seen any gameplay of pillaged tiles, how they get repaired without workers.
I could be wrong, but this seems to be creating a very linear gameplay that will repeat the same every play through.
Im still sad they didnt go for larger than three rings. I know they said its an engine issue but ya know I think its important enough I wanna see them tackle it anyway.
Rings?
@JumboPixel the surrounding tiles. You can go three out so its 3 rings.
Yeah…according to the interview firaxis seems to be actually surprised that the players somehow managed to make the fourth ring workable. It means that they don’t think it’ll be possible anytime soon.
@Phlegethon. Its all about goals. To me civ 6 but you can work more rings and some other tiny additions would've been plenty to call it civ 7. They wanted to work on a bunch of other things which means they cant put the time needed into this one feature and its a perfectly fine assessment on their part. I just would weight it differently.
I really am starting to hate the UI. It’s like humankind’s was, but with a weird grayness and desaturation that’s unappealing to look at.
I'm curious how this game does with casuals. A lot of the mechanics seem so unusual and gamey.
Your Japanese teacher sounds interesting...
Why would a sawmill not be able to be replaced or built somewhere else in the same city. That's just reverting to specific districts and the importance of placing them in the exact right position. Just like districts in civ 6. Stupid stupid stupid. I really hope there is a caveat to that shit.